I will be surprised if bit frost is anything compared to ice. But who knows. I will be honest I have never used Maya, and never have ventured into that territory from things I have heard. With all the thing I'm reading after the EOL was announce I just think out the box it far too technical/hardwork for my personal work flow.
Let's be rational, ice is 5 some years old and was 2-3 years in the making before that. So that's 7-8 years. I would be interested to find out how long this bit frost has been in the making.....now considering they only bought niad not too long ago and I read its based somehow on that, I would be sceptical how well it could work or how mature it is. I just think all of this is based on pure market share and pleasing the share holders. But like I said I don't know. But I know I will be looking for another route away from autocash for sure. I hope most people follow another path to show these bully tactics are bull shit and the customer is always right. Daniel On 14 Mar 2014 18:43, "Nuno Conceicao" <nunoalexconcei...@gmail.com> wrote: > Gee, I guess how many features wont be supported in Bifrost, or how long > it will take them to have it at the level ICE currently is... > > > On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi <ahmidou....@gmail.com>wrote: > >> # mean mode on >> They should introduce first the concept of weight map object in Maya as >> currently it's all blackboxed in the different nodes, >> and all with different SDK access... >> # mean mode off >> >> ----------------------------------------------- >> Ahmidou Lyazidi >> Director | TD | CG artist >> http://vimeo.com/ahmidou/videos >> http://www.cappuccino-films.com >> >> >> 2014-03-14 19:29 GMT+01:00 Nuno Conceicao <nunoalexconcei...@gmail.com>: >> >> Something just came up on my head while doing blendshapes and using ICE >>> to help along. >>> >>> Can you guys imagine how would ICE (or Biftrost) would work in Maya >>> without a proper modelling stack like XSI''s? >>> >>> Even something as simple as using ICE to invert weight maps that are >>> hooked with shapes with an already enveloped character or fixing some poses >>> maybe... >>> >> >> >